Making Augmented Reality in UE5
summary
UE5 provides templates for handheld, HMD, and level-authored AR and demonstrates concrete workflows: use an AR pin (wraps a platform anchor) to fix a scene component in real space, compute the tracking-to-world transform by moving the pawn (inverse math shown) to align unreal content with real geometry, and persist/share anchors with Azure Spatial Anchors (cloud-backed IDs and metadata). A stage demo reproduces the same anchored scene for three users via a dedicated server; Pixel 6 + ARCore proves cross-platform rendering and interaction differences.
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chapters (11)
- 0:00Introduction to AR in UE5
- 1:38Handheld AR templates
- 3:07HMD and mixed reality
- 5:13Real world vs virtual space
- 8:47Aligning virtual and real worlds
- 13:49Using AR pins
- 16:56Mathematics of world alignment
- 20:00Anchor persistence and sharing
- 26:09System architecture and networking
- 31:58Relevant plugins and platforms
- 34:13Future of AR development
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